We present a new triangle scan conversion algorithm that works entirely in homogeneous coordinates. By using homogeneous coordinates, the algorithm avoids costly clipping tests which make pipelining or hardware implementations ...

3D applications using hardware depth buffers for visibility testing are confronted with multiple choices of buffer types, sizes and formats. Some of the options are not exposed through 3D API or may be used by the driver ...

We present two methods which connect today s polygon graphics hardware accelerators to Cube-5 volume rendering hardware, the successor to Cube4 The proposed methods allow mixing of both opaque and translucent polygons with ...

EM-Cube is a VLSI architecture for low-cost, high quality volume rendering at full video frame rates. Derived from the Cube4 architecture developed at SUNY at Stony Brook, EM-Cube computes sample points and gradients ...

Bucket rendering is a technique whereby a scene is sorted into screen-space tiles and each tile is rendered independently in turn. We expect hardware-accelerated bucket rendering to become available on the PC, and in this ...

Procedural solid texturing was introduced fourteen years ago, but has yet to find its way into consumer level graphics hardware for teal-time operation. To this end, a new model is introduced that yields a parameterized ...

McMillan and Bishop s 3D image warp can be efficiently implemented by exploiting the coherency of its memory accesses. We analyze this coherency, and present algorithms that take advantage of it. These algorithms traverse ...

Extensions to the texture-mapping support of the abstract graphics hardware pipeline and the OpenGL API are proposed to better support programmable shading, with a unified interface, on a variety of future graphics accelerator ...

The creation of high-quality images requires new functionality and higher performance in real-time graphics architectures. In terms of functionality, texture mapping has become an integral component of graphics systems, ...